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		<meta charset="utf-8"></meta>
		<title>BSolverItem</title>
		<link href="../style.css" rel="stylesheet" type="text/css"/>
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		<h1>BSolverItem</h1>
		<p id="resume"></p>
		<h2>public</h2>
		<table id="public"><tr><td align="right">BBody* </td><td><a href="#bodyA()">bodyA</a>();</td></tr>
			<tr><td align="right">BBody* </td><td><a href="#bodyB()">bodyB</a>();</td></tr>
			<tr><td align="right">BVector </td><td><a href="#angularAccA(const BVector&)">angularAccA</a>(const BVector& vector);</td></tr>
			<tr><td align="right">BVector </td><td><a href="#angularAccB(const BVector&)">angularAccB</a>(const BVector& vector);</td></tr>
			<tr><td align="right">BContact* contact = </td><td><a href="#0;()">0;</a></td></tr>
			<tr><td align="right">BRestraint* restraint = </td><td><a href="#0;()">0;</a></td></tr>
			<tr><td align="right">BReal massA = </td><td><a href="#0;()">0;</a></td></tr>
			<tr><td align="right">BReal invMassA = </td><td><a href="#0;()">0;</a></td></tr>
			<tr><td align="right">BVector </td><td><a href="#invInertiaA;()">invInertiaA;</a></td></tr>
			<tr><td align="right">BReal massB = </td><td><a href="#0;()">0;</a></td></tr>
			<tr><td align="right">BReal invMassB = </td><td><a href="#0;()">0;</a></td></tr>
			<tr><td align="right">BVector </td><td><a href="#invInertiaB;()">invInertiaB;</a></td></tr>
			<tr><td align="right">BVector </td><td><a href="#torqueAxisA;()">torqueAxisA;</a></td></tr>
			<tr><td align="right">BVector </td><td><a href="#torqueAxisB;()">torqueAxisB;</a></td></tr>
			<tr><td align="right">BVector </td><td><a href="#contactNormalA;()">contactNormalA;</a></td></tr>
			<tr><td align="right">BVector </td><td><a href="#contactNormalB;()">contactNormalB;</a></td></tr>
			<tr><td align="right">BVector </td><td><a href="#angularComponentA;()">angularComponentA;</a></td></tr>
			<tr><td align="right">BVector </td><td><a href="#angularComponentB;()">angularComponentB;</a></td></tr>
			<tr><td align="right">BReal appliedPushImpulse = </td><td><a href="#0;()">0;</a></td></tr>
			<tr><td align="right">BReal appliedImpulse = </td><td><a href="#0;()">0;</a></td></tr>
			<tr><td align="right">BReal friction = </td><td><a href="#0;()">0;</a></td></tr>
			<tr><td align="right">BReal diagABInv = </td><td><a href="#0;()">0;</a></td></tr>
			<tr><td align="right">BReal velocityError = </td><td><a href="#0;()">0;</a></td></tr>
			<tr><td align="right">BReal restraintImpulse = </td><td><a href="#0;()">0;</a></td></tr>
			<tr><td align="right">BReal penetrationImpulse = </td><td><a href="#0;()">0;</a></td></tr>
			<tr><td align="right">BReal impulseLowerLimit = </td><td><a href="#-REAL_MAX;()">-REAL_MAX;</a></td></tr>
			<tr><td align="right">BReal impulseUpperLimit = </td><td><a href="#REAL_MAX;()">REAL_MAX;</a></td></tr>
			<tr><td align="right">int frictionIndex = </td><td><a href="#-1;()">-1;</a></td></tr>
		</table>
		<div id="desc">
			<h2>Detailed Description :</h2>
		</div>
		<h2 id="docs">Member Documentation :</h2>
		<div id="bodyA()">
			<h3>BBody* bodyA();</h3>
		</div>
		<div id="bodyB()">
			<h3>BBody* bodyB();</h3>
		</div>
		<div id="angularAccA(const BVector&)">
			<h3>BVector angularAccA(const BVector&amp; vector);</h3>
		</div>
		<div id="angularAccB(const BVector&)">
			<h3>BVector angularAccB(const BVector&amp; vector);</h3>
		</div>
		<div id="0;()">
			<h3>BContact* contact = 0;</h3>
		</div>
		<div id="0;()">
			<h3>BRestraint* restraint = 0;</h3>
		</div>
		<div id="0;()">
			<h3>BReal massA = 0;</h3>
		</div>
		<div id="0;()">
			<h3>BReal invMassA = 0;</h3>
		</div>
		<div id="invInertiaA;()">
			<h3>BVector invInertiaA;</h3>
		</div>
		<div id="0;()">
			<h3>BReal massB = 0;</h3>
		</div>
		<div id="0;()">
			<h3>BReal invMassB = 0;</h3>
		</div>
		<div id="invInertiaB;()">
			<h3>BVector invInertiaB;</h3>
		</div>
		<div id="torqueAxisA;()">
			<h3>BVector torqueAxisA;</h3>
		</div>
		<div id="torqueAxisB;()">
			<h3>BVector torqueAxisB;</h3>
		</div>
		<div id="contactNormalA;()">
			<h3>BVector contactNormalA;</h3>
		</div>
		<div id="contactNormalB;()">
			<h3>BVector contactNormalB;</h3>
		</div>
		<div id="angularComponentA;()">
			<h3>BVector angularComponentA;</h3>
		</div>
		<div id="angularComponentB;()">
			<h3>BVector angularComponentB;</h3>
		</div>
		<div id="0;()">
			<h3>BReal appliedPushImpulse = 0;</h3>
		</div>
		<div id="0;()">
			<h3>BReal appliedImpulse = 0;</h3>
		</div>
		<div id="0;()">
			<h3>BReal friction = 0;</h3>
		</div>
		<div id="0;()">
			<h3>BReal diagABInv = 0;</h3>
		</div>
		<div id="0;()">
			<h3>BReal velocityError = 0;</h3>
		</div>
		<div id="0;()">
			<h3>BReal restraintImpulse = 0;</h3>
		</div>
		<div id="0;()">
			<h3>BReal penetrationImpulse = 0;</h3>
		</div>
		<div id="-REAL_MAX;()">
			<h3>BReal impulseLowerLimit = -REAL_MAX;</h3>
		</div>
		<div id="REAL_MAX;()">
			<h3>BReal impulseUpperLimit = REAL_MAX;</h3>
		</div>
		<div id="-1;()">
			<h3>int frictionIndex = -1;</h3>
		</div>
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